// EcoModeler - C# Edition :: Version 9.17 build 3378
using System;
using System.ComponentModel;
using System.Collections;
using System.Collections.Generic;
using Eco.Services;
using Eco.ObjectRepresentation;
using Eco.ObjectImplementation;
using Eco.UmlRt;
using Eco.UmlCodeAttributes;
using Eco.Subscription;
using Axiom;
using Axiom.Core;
using Axiom.Math;

namespace VisualDM.Model
{
	#region MM_ECO_Generated
	#region Attributes
	[UmlElement(Id="{702cb14a-603e-427f-86b6-b3b79d9dfd38}")]
	#endregion

	#endregion
	public class Scene: SceneObject
	{
		#region MM_ECO AutoGenerated ECO code

		new public struct Eco_LoopbackIndices
		{
			public const int Eco_FirstMember = VisualDM.Model.SceneObject.Eco_LoopbackIndices.Eco_MemberCount;
			public const int Eco_MemberCount = (Eco_FirstMember + 0);
		}
		#endregion

		#region MM_ECO Model owned attributes
		//Note: Do not remove any property within this region, nor change its signature
		#endregion

		#region MM_ECO Model owned methods
		//Note: Do not remove any method within this region, nor change its signature

		public Scene(IContent content) : base(content)
		{
			#region MM_ECO_Generated
			#endregion
		}

		public Scene(IEcoServiceProvider serviceProvider) : base(serviceProvider)
		{
			try
			{
				// Place user code ONLY here
			}
			catch (System.Exception)
			{
				this.Deinitialize(serviceProvider);
				throw;
			}
		}
		#endregion

        public override void Initialize(SceneNode node, SceneManager sm, bool reset)
        {
/*            if (!Initialized)
            {
                SceneNode = node.CreateChildSceneNode(Name);
                DefaultPosition.Vector = new Vector3();
                base.Initialize(SceneNode, sm);
            }*/
            base.Initialize(node, sm,reset);
        }

        public override void ResetToInitPositions()
        {
            base.ResetToInitPositions();
            DefIsSceneChanged();
        }

        public override void RollBack()
        {
            base.RollBack();
            DefIsSceneChanged();
        }
	}
}
